Commander
3.6±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
High confidence(232 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks1
Mana dorks1
Land ramp1
Other acceleration1
Draw engines2
Cantrips & burst draw5
Spot removal10
Board wipes2
Stax & hate5
Protection1
Fetchlands2
Dual & shock lands3
Premium utility lands4
Utility lands5
Taplands3
Combat Damage Synergy: token swarm strategy, 1 token doubler, 1 evasion enabler, aristocrats engine, 2 damage multipliers+25ⓘ
Commander Synergy (1 groups)+4ⓘ
Synergy pieces2
Win conditions5
Combat threats3
Sacrifice outlets3
Drain effects1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.6 → Bracket 2
Threats90Mana base79Interaction50
0.6 above Bracket 1 ceiling (3)
0.9 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Infect26 cards
26 infect/poison cards. Win with 10 poison counters instead of 40 damage.
Token Strategy17 cards
17 token producers. Go-wide strategies can overwhelm opponents with numbers.
Aggro16 cards
16 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Combos0 total
No combos detected
This deck wins through combat, value engines, or synergies rather than infinite combos. Checked against Commander Spellbook's database of 80,000+ documented combo variants.